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Voodoo 3 for your PC
Issue 30 - June 3, 1999
 
Feature
Get A-Life page 4 of 4

Cyberlife's Creatures, or its sequel, are very different in their approach to artificial intelligence. Primarily, they differ because they attribute a larger number of 'registers' to each individual character. Let's look at the behaviour of a typical Norn. Is it happy? That can be one register - a yes, a no, or somewhere in between. Is it hungry? If not, when will it become hungry? By adding similar attributes, the 'character' becomes complete. Desires and emotions can be simulated via simple (or complex) maths, with a low total engendering a smiling Norn, a high figure leading to more adverse expression.

Little Computer People - an old 8bit favorite, being very much like a basic Tamagotchi in a limited domestic environment - may appear vastly divorced from Creatures, due to the visual gulf between the two. In truth, they both preach a common gospel. Artificial intelligence is an exercise in convincing a player that on-screen life actually 'lives'. No matter the relative complexity, games seek to fool a player that their actions are acknowledged - and considered - by the console or computer in question.

On a curious closing note, it's worth examining the early Sim City games. When you create a city, you also introduce an elementary consciousness into the world. The 'sims' - as Maxis call them - are an androgynous collective that react to your every decision. Build a hospital, and they are pleased. Pay no regard to pollution, however, and they become less satisfied with their lot. This is indicated, in a low-tech, unaffected manner, by text-based opinion poll screens. Turn your computer off, and you effectively 'kill' a basic, yet living, thinking organism. Now that is frightening.

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